
// Copyright (C) 2012 Luca Piccioni
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//  
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//  
// You should have received a copy of the GNU General Public License
// along with this program.  If not, see <http://www.gnu.org/licenses/>.

namespace Derm.Render
{
	/// <summary>
	/// 
	/// </summary>
	public class Material : ShaderUniformState
	{
		#region Material Parameters

		/// <summary>
		/// Diffuse material color.
		/// </summary>
		[RenderObjectUniformAttribute("EmissiveColor")]
		public ColorRGBAF EmissiveColor = new ColorRGBAF(0.0f, 0.0f, 0.0f, 1.0f);

		/// <summary>
		/// Diffuse material color.
		/// </summary>
		[RenderObjectUniformAttribute("DiffuseColor")]
		public ColorRGBAF DiffuseColor = new ColorRGBAF(1.0f, 1.0f, 1.0f, 1.0f);

		/// <summary>
		/// Specular light color.
		/// </summary>
		[RenderObjectUniformAttribute("SpecularColor")]
		public ColorRGBAF SpecularColor = new ColorRGBAF(1.0f, 1.0f, 1.0f, 1.0f);

		/// <summary>
		/// Specular light color.
		/// </summary>
		[RenderObjectUniformAttribute("Shininess")]
		public float Shininess;

		#endregion
	}

	/// <summary>
	/// 
	/// </summary>
	public class TexturedMaterial : ShaderUniformState
	{
		#region Textured Material Information

		/// <summary>
		/// 
		/// </summary>
		[RenderObjectUniformAttribute("DiffuseTexture")]
		public Texture DiffuseTexture;

		/// <summary>
		/// 
		/// </summary>
		[RenderObjectUniformAttribute("DiffuseTexCoord")]
		public int DiffuseTextureTextCoord = -1;

		#endregion
	}
}
